2.1 Flatland - Microsoft Research

advertisement
A Software System for Education
at a Distance: Case Study Results
Stephen A. White, Anoop Gupta, Jonathan Grudin,
Harry Chesley, Gregory Kimberly, and Elizabeth Sanocki
November 11, 1998
MSR-TR-98-61
Microsoft Research
Redmond, WA. 98052 USA
A Software System for Education at a Distance:
Case Study Results
Stephen A. White, Anoop Gupta, Jonathan Grudin,
Harry Chesley, Gregory Kimberly,
and Elizabeth Sanocki
Microsoft Research
Redmond, WA. 98052 USA
ABSTRACT
Computers and networks are increasingly able to support
distributed, real-time audio and video presentations. We
describe Flatland, a highly flexible, extensible system that
provides instructors and students a wide range of interaction
capabilities. Prior research focused on the use of such
systems for single presentations. We studied the use of
Flatland over multi-session training courses. We found that
even with prior coaching on the use of the software,
instructors and students require experience to understand
and exploit the features. Effective design and use will
require understanding the evolution of personal and social
conventions for these new technologies.
Keywords
Distance learning, multimedia presentations.
1
INTRODUCTION
Computers and networks are increasingly able to support
distributed, real-time multimedia presentations, including
live audio and video. Distance education is controversial
when seen as a replacement for standard classrooms, but
can provide advantages when classroom attendance is not
possible or when a student would like to participate more
casually. Not everyone who could benefit from internal
training and other organizational learning activities can
participate in person. At times, we might be interested in
seeing a presentation from our office, where we can
timeshare with other activities or easily disengage. How
distance learning technologies will be received and used by
instructors and students is a significant research question.
Isaacs and her colleagues at Sun Microsystems conducted
experiments with Forum, a live multimedia presentation
system [1, 2, 3]. They contrasted live presentations with
Forum presentations and reported mixed results. Audience
members appreciated the convenience of attending on their
desktop computers, but felt it was less effective than live
attendance, as did the instructors. Instructors found the lack
of feedback disconcerting, and sometimes could tell
students were paying less attention.
The Forum experiments focused on single-session
presentations. Most technologies experience a learning
curve. It takes time for individuals to develop an awareness
of the range of features and how they can be used. It takes
even more time for social conventions to develop around
the use of technologies that support communication and
coordination: Books on ”email etiquette” are now being
published. Such conventions can vary across groups. For
example, who speaks first when a telephone is answered
differs in different cultures. Such conventions must be
established and agreed upon, and then learned.
To be used effectively, interaction-oriented applications
that support distance learning will require the development
of conventions. Some conventions may be useful across
settings, others will depend on an instructor’s style or class
composition. Different conventions may work equally well,
but one set will have to be adopted by each class. This will
take time, because distance learning technologies involve a
complex set of features to compensate for the loss of faceto-face contact. It will also take time because most learning
of conventions is done tacitly, with little conscious attention
or reading of written behavior guides.
Therefore, the previous research with live multimedia
presentation systems, focusing on first-time use, represents
only the first step. This study builds on the previous work
by looking at the use of distance learning technologies over
multiple sessions, to understand how experience can evolve
with exposure, and what some effects of direct intervention
might be. Users will find ways of exploiting the technology
that are not anticipated by its designers, but designers must
do what they can to understand and anticipate use.
These technologies must be usable the first time and as
users climb the learning curve. Training cannot be only
feature by feature explanation, it must illuminate the pitfalls
that are likely en route to more sophisticated use.
To explore these issues and provide guidance for design,
we developed a flexible tool for distributed multimedia
presentations and observed its use in multi-session classes.
After presenting the system, we outline the interaction
needs and the features available to support them. The most
effective use of these interaction channels is not always
obvious. Even with training, a class will find its own way.
In the case studies that follow, we assess how the system
was used and how use changed over time. We occasionally
intervened to suggest the use of features, then observed
which features continued to be used and which did not.
Through such studies we can start to identify effective
conventions that can be supported or promoted, and less
effective practices that might be avoided. We can determine
features to be dropped, added, or redesigned, as well as
what to emphasize in training.
2
SYSTEM
In this section we discuss the architecture and features of
the system used in the study. The system consists of two
applications, Flatland and NetMeeting. Flatland is a flexible
synchronous education environment designed for tele-
presentation. NetMeeting is a synchronous collaboration
tool that supports application sharing.
2.1
Flatland
Flatland combines NetShow streaming audio and video
with a collection of audience feedback mechanisms that
allow the presenter to receive both solicited and unsolicited
responses from the viewers. Figure 1 shows the main
Flatland screen layout, as seen by a presenter.
Figure 2 – Flatland System
Figure 1 – Flatland Presenter Layout
Figure 2 shows the Flatland components and their
relationships. A presenter communicates with a number of
audience members using NetShow video and Flatland. The
audience, in turn, can pass questions, answers, and requests
back to the presenter via Flatland.
2.1.1
User Interface
Figure 1 shows the main Flatland window layout, as seen by
the presenter. The audience sees a similar view, but without
many of the controls and buttons.
The middle left section of the layout contains the video of
the presenter, provided using Microsoft NetShow 3.0 [7].
Any Flatland participant with a video feed could present,
but in these studies only the instructor did.
The upper right section of the window contains slides and
questions, as defined by the presenter. This area can include
slides generated by Microsoft PowerPoint, simple text
slides, and audience Q&A slides that allow the audience to
vote by selecting one of the answers to a multiple choice
question. The presenter can also use a ”pointer” to indicate
specific sections of the slide during the presentation.
The presenter controls the selection of the currently
displayed slide. A History button above the slide area,
however, generates a separate window with the entire set of
slides for the current presentation. This allows any viewer
to browse the slides not currently being displayed in the
main window.
Presenter controls in the slide area include facilities to
select the slide to be displayed, using either the ”next” and
”previous” arrow buttons on the top right or the table-ofcontents pop-up on the top left. There are buttons to edit or
delete the current slide. A presenter can also create a new
slide on the fly and insert it in the presentation.
Below the slides, on the right, is a text chat area. This
allows free-form communication between audience
members or between the audience and the presenter.
Interactive chat gives audience members a strong feeling of
the presence of other participants, and can be invaluable for
resolving last minute technical problems that audience
members may encounter. This window also reports when
people join or leave a session.
Although free-form chat is valuable in providing an open
and unrestricted communications channel, it can easily
become overwhelming. For questions specifically directed
at the presenter, a separate question queue is provided to
the bottom left of the window. In this area (hereafter called
the Q&A window), audience members can pose questions
for the presenter. They can also add their support to
questions posed by others by incrementing a counter. This
voting capability could reduce duplicate questions and help
a presenter decide which question to address next.
Finally, the upper left area of the window provides several
lighter weight feedback mechanisms. On the right are two
checkboxes that allow the audience to give continuous
feedback on the speed and clarity of the presentation,
displayed as a meter on the presenter window. On the left
are buttons to leave the presentation, to show a list of
audience members, and to raise a hand for impromptu
audience polling. A pop-up, floating ”tool tip” shows a list
of members with their hands raised if the cursor is left over
the hand icon. The same information is also displayed in the
pop-up audience member list.
2.1.2
Implementation
Flatland is built on top of three major components: Internet
Explorer (with DHTML & JScript), NetShow, and the
Microsoft Research V-Worlds core platform. Figure 2
shows the relationships between these components.
All user interface components of Flatland are implemented
in DHTML. DHTML provides a number of pre-built user
interface components, and allows for rapid prototyping of
layouts. Used together with JScript, it allows for fast
development and easy web-based deployment.
NetShow provides the streaming audio and video
components of Flatland[7]. It is displayed and controlled in
the Flatland system using an ActiveX control.
The V-Worlds core platform was developed by the Virtual
Worlds Group within Microsoft Research[5]. It provides a
distributed, persistent object system that transparently
handles client-server-client communication and object
persistence between sessions. The V-Worlds platform is
used in other Microsoft Research projects as the basis for a
3D immersive virtual world.
Flatland uses a model/view/controller architecture [6]. The
model contains the raw data of the application. The view
and controller provide the user interface.
The Flatland model is implemented as a set of distributed
objects within the V-Worlds client-server-client platform.
This allows the same objects to exist on the server and all
of the connected clients simultaneously, and to
automatically communicate changes to the objects among
all of these locations. For every element of a presentation –
slide, Q&A item, question queue, etc. – there is a
distributed model object within the V-Worlds platform.
The Flatland view/controller is implemented in
DHTML/JScript, using scriptlets [8]. A scriptlet is similar
to an HTML frame, but also includes the ability to export
implementer-selected properties and methods for
encapsulated external access.
A Flatland screen layout includes a separate scriptlet for
each element of the presentation. When the scriptlet is
initialized, it accesses properties and methods of the model
to determine what should be displayed to the user. When
the user subsequently interacts with the scriptlet DHTML
and changes something, the scriptlet calls a server method
of the model object that updates the current state of the
object as appropriate. These changes are automatically
propagated to all the clients. Each of the individual
scriptlets on the clients then updates their displays to match
the new state.
By separating the model within the V-World platform from
the view/controller within Internet Explorer’s DHTML
framework, we achieve two primary goals. First, the same
model can be displayed in different ways simply by
switching the scriptlet that renders it. Second, the separation
compartmentalizes the different aspects of the architecture.
This is especially useful in the case of the distributed
model, since distributed simultaneous operation can be
difficult to understand and even more difficult to debug.
Flatland uses two separate channels to communicate with
the audience – the Netshow audio/video stream, and the VWorlds distributed object system. Due to buffering
considerations in the video stream, the latencies of these
two channel are significantly different – a fraction of a
second for the V-Worlds system, and several seconds for
NetShow. To compensate for this difference, Flatland
dynamically measures the video delay and queues certain
presenter events – slide changes, pointer activity, etc. – for
delayed playback in sync with the video.
The Flatland implementation architecture has proven
effective for rapid prototyping, allowing us to change
designs and try out different options quickly and with
minimal staff. At the same time, its performance
characteristics are sufficient for deployment and use in realworld, working contexts.
2.2
NetMeeting
We learned that demos are a critical component, not
supported by Flatland, of frequently-offered classroom
training courses. We addressed this with the application
sharing feature of NetMeeting, a freely available software
application. Instructor and students ran Flatland and
NetMeeting sessions concurrently, first logging into
Flatland and then joining a NetMeeting meeting.
NetMeeting application sharing allows everyone in a
NetMeeting meeting to view any application running on a
participant’s machine. Viewers see dynamic screen changes
and mouse pointer movement (with less delay than in
Flatland). NetMeeting also supports point-to-point audio
and shared floor control, but these were not used.
3
INSTRUCTOR-STUDENT INTERACTION
At the heart of Flatland are the awareness and
communication that link instructor and students. Thirty
years of experiments with synchronous meeting support
systems support maintaining several interaction channels.
Design decisions addressing display arrangement and
human-computer dialogues must be considered in parallel
with these features.
In standard classroom instruction, the physical environment
is visible and shared. A full and flexible range of
communication channels is available – visual observation,
voice, expression, gesture, passing notes, writing on a
board, throwing an object for emphasis, even walking over
to view student work. Nevertheless, effective teaching is a
demanding task. Despite years of having been a student,
teachers need training. Courses to improve presentation
skills are standard fare in large corporations.
Systems that support distributed meetings or distance
education force all awareness and communication to be
mediated digitally. Users must find ways to compensate for
lost information and develop social conventions and
protocols to replace those disrupted by technology.
Past research can provide some guidance in using these
channels, but it is not clear how to use them together
effectively, and what content is best viewed through which
channel.
3.1
Interaction requirements
The following categories of
communication and awareness:










3.2
information
involve
Lecture video and audio, possibly including gestures
Slides, with a pointer
Student questions on lecture content, including ability to
support another's question
Technology-related questions or problems
Process-related issues, such as whether the student is
understanding the material (in a class, this can be
communicated publicly with a comment or privately with a
facial expression)
Discussions among students
Knowledge of participants, including arrivals and departures
Spontaneous polling of students by instructor
Sharing of applications for demos or labs
Spontaneous writing and drawing (as on a blackboard)
Interaction channels
Interaction channels available to participants in the studies:






Synchronized audio/video window carrying the lecture
Gesturing within range of the camera
Slide window with pointer capability
Text slides created on the spot (tools provided)
Q&A window with question prioritizing capability
Discussion or chat window with machine-generated
announcements of participants coming and going

Attendance window

Slow/fast and confusing/clear checkbox features

Hand-raising feature

Interactive query slide creation (tools provided)

NetMeeting application sharing

NetMeeting multi-user whiteboard

NetMeeting chat window

Telephone

Discussion among students by visits during a class or by
various means between classes
3.3
Interaction issues
Some interaction channels are clearly matched to specific
interaction requirements, such as the video and slide
windows. In other cases, the appropriate channel is
ambiguous, could remain undiscovered or unused, or could
be interpreted differently by lecturer and students, potential
sources of miscommunication and confusion.
For example, consider student questions related to lecture
content. The Flatland Q&A window is designed to handle
them, but students may use the chat window instead. Chat is
familiar and this window is active early in a class, reporting
arrivals and technical start-up discussion. Conversely, if
Q&A window use is established and less attention is paid to
the chat window, should the Q&A window be used for
technology issues? NetMeeting adds another option with a
second chat window, one that permits private exchanges.
Attendance can be monitored over time in the chat window,
by bringing up the attendance window, by asking for a show
of hands, or by using an interactive slide. Which are used?
How important is anonymity -- for questions, voting, hand
raising, or responses to interactive slides?
Non-use or confusion can potentially result from asymmetry
in lecturer and student experience, from one side's
ignorance about the other's experience.
Flatland participants arrive with behaviors and conventions
formed in different environments. How easily will students
adapt to a classe where smiling at the instructor is not
possible but telephoning is?
This partial list of interaction issues in Flatland-supported
classes suggests the complexity of the environment.
Learning effective use may well take time and require the
establishment and evolution of conventions. Along the way,
we will discover how to design better interaction channels.
Each redesign will require another effort to work out
effective approaches to communicating.
4
METHOD
Two classroom courses in a corporate environment were
taught desktop to desktop, with no live audience. We made
no alterations to the course scheduling, materials or
structure. We simply had the instructors deliver the courses
through our system. The two courses were “Introduction to
HTML” and “C Programming 1”.
The HTML course is two three-hour sessions. The course
includes integrated labs. The C Programming course is four
2-hour sessions. It is primarily a lecture style course with
take-home labs. Both courses include live demonstrations
given by the instructor.
The students were volunteers from a list of students waiting
to attend the next offering of the classroom-based course.
Four students volunteered for the HTML class and 10 for
the C Programming class. The students have a variety of
job functions and technical expertise, but all have
substantial computer experience. Although this population
is thus not general, it may be representative of early
adopters of technologies of this kind. More important, these
students could take in stride some of the technical
difficulties and human-computer interface deficiencies that
inevitably accompany the first use of a system.
Each instructor was situated in a usability lab observation
room, enabling us to videotape, log usage, observe, and
take notes unobtrusively. One student in each class also
participated in a (different) lab. The other students worked
from their offices.
Prior to the first class, the instructor received a brief
demonstration of Flatland and NetMeeting. We also worked
with the students to insure they had the software installed.
Throughout each session we had at least one observer and
one person available for technical support. Following each
session we asked instructor and students to fill out
questionnaires (usually on-line), and one or more of us
verbally debriefed the instructors to obtain more detailed
explanations of observed behavior.
In discussions with the instructors, we asked them about
features that were and were not used. We asked them how
they thought each on-screen control worked and explained
those that the instructors found confusing. For example, we
explained that the mouse pointer was only visible to
students when a button was depressed. We demonstrated
the preparation of a sample interactive slide. Thus, we did
not always leave them to explore by trial and error, but as
noted below, our suggestions were often not picked up. The
instructors are professional teachers with personal styles,
confident in their control of the class and material.
For the fourth lecture of the second class, we intervened
more directly to see the effect of trying to dictate a
protocol. Students were asked to use the NetMeeting chat
channel for technical questions, the Q&A feature for
content questions, and the Flatland chat for discussion. The
instructor was pressed to prepare and use interactive slides,
and asked to request feedback on the clarity and speed of
the class by having the students use the check box interface.
These interventions had some effect on behavior, although
the channels were not used strictly as suggested and the
instructor did not warm to interactive slides.
5
RESULTS
Based on our observations, logs, and participant reports,
Flatland use changed considerably with experience. Some
change was incidental to the study — learning to identify
and recover from unforeseen technical problems. Some
resulted from better understanding of the interface and
features. As people grew comfortable with key features,
they were able to experiment with or try additional features.
These are familiar aspects of adapting to any new system.
We also observed shifts in how instructors and students
used different interaction channels. After a brief overview
of Flatland use, this section focuses on changes over time in
classroom behavior. Some of the change involves
overcoming misperceptions based on prior experience.
Some new behaviors succeeded and were retained, while
others were abandoned. In some cases, apparently desirable
changes in behavior were not established, even when
pointed out. Understanding these phenomena is important
in improving the design and training for these technologies.
What drives these changes? We identified two major
factors. One is the ambiguity about which channel to use for
particular information. The second is uncertainty or
incorrect assumptions by the instructor about the student
experience, and vice versa. This failure to appreciate the
other side’s experience, also reported by Isaacs and her
colleagues, was widespread. Some is due to lack of full
understanding of features, even after they are explained or
demonstrated. Some is due to different equipment
configurations. Some is due to the lack of the normal visual
and auditory feedback channels classes are accustomed to
relying on in classrooms. These are explored below.
5.1
Distance Learning With Flatland and NetMeeting
Overall, the experience reflected many of the Forum
findings of Isaacs et al. [1,2], which were encouraging but
mixed. Issues included basic video interface issues. The
camera field of view could not include natural hand
gestures and still give the students a feel of being close to
the instructor. The instructors, despite being aware that eye
contact was an issue, did not frequently look at the camera.
Not surprisingly, instructors report less awareness of the
students and the student experience, not knowing who was
attending or what they were thinking. This is more serious
in a class than in the informational presentations examined
by Isaacs and her colleagues, because of the implicit
contract between instructor and students to participate
(students sign up for a class). For example, following a
class break, instructors want to know that students have
returned and are ready to continue. Although Forum
presenters could and did ask Yes/No questions in part to
gauge audience attention, instructors are likely to ask
people directly to signal their presence. Lack of response
(or perceived lack of response if the response is missed,
discussed below) is then more unsettling.
As discussed in the next section, the instructors’ comfort
level changed over time. However, it remained an issue.
After his second (final) class, Instructor 1 wrote: ”Very
little feedback from students… For some reason they
seemed reluctant to give comments or participate. This
should be explored as the teacher needs some kind of
feedback…” He wrote about NetMeeting: ”This worked
very well from my end but would be very interested how it
worked for the students.” Asked whether he would
recommend Flatland or classroom participation, he wrote ”I
still think in person is best. If logistics do not allow in
person then this is the next best thing.” (He was comparing
Flatland favorably to large-room video teleconference
instruction with PowerPoint.)
The second instructor made similar comments after the first
two classes. Although his answers shifted in the third and
fourth lectures (see below), he concluded ”In a
conventional classroom I have lots of visual cues as to
attention level and comprehension that are missing here.
For instance, if I say something and get puzzled looks, I
repeat myself using a different analogy or different words
or a different approach. Not so easy to do that here.” His
final assessment was mixed: ”I don’t believe all courses
would be equally adaptable to Flatland. Also, what makes
many trainers good trainers is the classroom itself. We are
performers, stage actors if you will, not radio voices.”
With this insight he was observing that there is a new skill
to be learned. Nevertheless, many Flatland features are
designed to provide feedback missing to “radio voices.”
And although we felt there may have been too many such
channels to choose among, this instructor wrote that he
would like to see ”more or different or better ways to do
open ended questions.”
Students, on the other hand, made use of the ability to
timeshare and do other work while attending. Even in the
observation lab, with fewer personal materials and
distractions at hand, a student methodically checked email
and carried out other tasks during slow periods, seeming to
use verbal cues from the instructor to know when to return
to the class. (When asked how he knew to return, he said
”I’m not sure, I just did.”) Despite this, they rated their
overall level of ”attention to class” consistently between
75% to 85%. This is closer to the level Isaacs and her
colleagues found among live attendees (84% vs. 65% for
Forum attendees). This may reflect that the focus of
students registering for a class is stronger than remote
attendees of an informational lecture.
The fact that students might particularly appreciate
Flatland, as reported for Forum, was sensed by Instructor 2,
who wrote ”That students wanted to take the follow-up
course in a similar manner was evidence that they thought
the course and the presentation technique were good.”
5.2
Changes in Interaction Behavior and Perceptions
over Sessions
”Before it was just a feature. This time it was a tool.”
—Instructor 1, discussing ‘hand raising’ after the 2nd class
In a classroom, instructors use a set of tools to express
concepts and ideas. Over time they develop a personal
approach to using the tools, a presentation style. When
instructors start presenting in a new teaching environment,
they will need to adapt their presentation styles to the new
tools available. In this section, we explore changes in
behavior by both the instructors and the students as they
learn to use the system, to interact through the system, and
gain a sense of presence with each other. (Each person had
had about 15 minutes of individual instruction in the use of
the system features, but no prior interactive experience.)
5.2.1
Presenting
Many of the instructor’s behavioral changes over time
could only be identified by observation, because the
instructor himself appeared unaware of the change when
questioned about it immediately after a session. However,
the post-class questionnaires provided some evidence. The
questionnaire had several measures for which instructors
were asked to present ratings on a scale of 1 to 5 (5 being
high or good). Although most responses were relatively
static across classes, three questions revealed a shift of 2
points or more (all with Instructor 2).
The strongest shift occurred in response to ”To what extent
did you get a sense of the students’ attitudes about the
class.” In the first class, he skipped the question. When
asked directly he said ”I have no idea,” that he typically
relies on audience feedback and was used to seeing the
student. (He remarked, though, that ”I like to talk” and thus
was not overly bothered.) After the second class he rated
this ‘1,’ meaning he had the weakest possible sense of
student attitudes. After the third class, however, he rated it
‘3’ and after the final class ‘5,’ the highest possible rating.
In response to ”How well do you think you handled student
questions?” his ratings were 3, 4, 4, 5 over the four classes.
”To what extent did Flatland interfere or detract from the
class?” received no response the first class, a written
comment ”too early to say” after the second, a ‘4’ (quite
strong interference) after the third, and a ‘2’ (quite weak
interference) after the fourth class.
In an overall assessment, he wrote ”Much more comfortable
with the Flatland environment after 4 sessions.”
The first instructor, who taught only two classes, showed no
large shifts in the questionnaire, but remarked in discussion
after the second class that he ”felt more comfortable… was
not as distracted by his own image.” The instructor’s
window shows the video image that is being seen by the
students, delayed by several seconds. Although the students
hear audio with the same delay, the instructor of course
does not get the audio, and thus experiences the video out
of synch. Following the first class, this instructor
recommended dropping the ”distracting” instructor video
feedback feature, but in the second class had learned to use
it to check his own camera image and ignore it the rest of
the time, and now favored retaining the feature.
Some changes involved unlearning familiar behaviors. For
example, the first instructor initially paused after every slide
transition. When asked why, he mentioned that in his
experience with VTC he used the video to see when the
slide changed for remote students, thereby compensating
for delays. In Flatland the instructor sees slide changes
immediately but sees the AV delayed by an average of 12
seconds. This instructor assumed that he needed to
compensate. Reminded that the students see everything in
synch, he stopped compensating. Ironically, when using
NetMeeting, where the display was not delayed and thus out
of synch with Flatland audio, he did not relearn to
compensate despite being reminded.
Generally, instructors began stiffly as they learned to deal
with the camera and mouse control of slides, and inform the
audience of transitions that were obvious. One instructor
said ”I spent most of my time making sure that I was in the
center of the camera.”
By the end of the second session both instructors were
comfortable enough with the video and slide advance to
make smooth slide transitions and use the pointer to direct
attention to items in the current slide. Pointer usage
increased over time. From 9 to 12 times for Instructor 1,
who said “ I started using it as soon as I was aware of it”
when asked how long it had taken to get familiar with the
pointer. The second instructor used the pointer 0, 26, 34,
and 36 times.
Responsiveness to multiple input channels built over time.
In his second session, Instructor 2 wanted to respond to a
question with an example. He was in NetMeeting for a
demonstration and edited text there for this purpose. In his
third class he began to make heavy use of dynamically
created Flatland text slides to type in code examples and
strongly endorsed this as a whiteboard substitute. It was
also only in the third class that he responded promptly to
Q&A window queries, and in the fourth that he monitored
the chat traffic reliably.
As instructors’ comfort levels rose, they added
characteristics of personal style. For example, Instructor 2
started greeting students in session 3, and at the end
recommended more and clearer identification of students by
name in the interface, a suggestion he did not make earlier.
5.2.2
Attending
”But I wouldn’t have gotten this level of interactivity, and I
think we used the remaining time more effectively than if
we
had
been
there
in
person.”
—A student comparing traditional classroom to Flatland
Now we consider the students’ experiences — the channels
used, the category of interaction (class related, social,
technical and user interface), and the interacting parties
(instructor, student and technical support).
In the first session of the second class, the instructor and the
students focused on dealing with technical startup problems
and learning the interface. Technical discussion comprised
over 80% of the chat discussion and only one content
question was asked. Two students were discouraged enough
to drop the class.
Subsequently the number of exchanges doubled with three
times as many questions being asked in the second class. In
the final two classes, the overall rate of exchanges stayed
relatively constant, but content discussion increased as
technical Flatland discussion dropped. Over the last three
sessions, exchanges changed from 27% class-related and
11% social to 60% class-related and 26% social.
Communication directed to the instructor doubled, with the
number of response to the instructor’s comments and
questions rising from one in session 2 to 24 in session 4.
This marked increase in response is mostly due to the
instructor asking students questions through the
audio/visual channel. For example, Instructor 2 would
show some code and ask students to identify the errors.
The students were quick to notice the improvement in
interaction. When asked their impression of the Flatland
experience and how well Instructor 2 presented, typical
comments were ”Some difficulties with the interaction
between new technology, students, and teachers” (session
1), ”the interaction with the instructor was easier…his
interaction was improved, and the course was likewise
improved” (session 2). The last session ”had the best
interaction” but ”still left room for improvement.” Among
the contributing factors are increase in familiarity with the
technology, a reduction in technical problems, and
improved technical support. and the increase in exchanges
between instructor and students. Asked how distracting
Flatland was, student ratings fell from 2.8 to 1.7.
5.3
Challenges to effective interaction
That learning takes place is not surprising. Even better is to
identify specific aspects of behavior that are useful or not
useful, and how they are acquired. This can improve
designs and help new users avoid as much trial and error.
Most useful of all is to identify learning patterns. What
challenges do classes face with distance learning
technologies? Understanding these can inspire further
improvements and enable us to anticipate possible problems
in new designs. In the next two sections, we identify two
patterns abstracted from these studies.
5.3.1
Uncertainty about appropriate interaction channels
”Once the instructor had answered it (a question), I didn't
like the feeling of not being able to say ‘Thank you.’”
—A student responding about the Q&A window feature
A lot of interaction channels are available, but not
necessarily too many for the complex task of
communicating contextual and course-related information.
The instructors requested additional channels, notably point
to point audio. Researchers have proposed yet others, such
as emotion meters [4] and applause meters [1]. In Section
3.1 we noted that normal classroom settings involve many
communication demands. We are so familiar with them that
we often handle them without conscious awareness.
Thus, we can probably handle many channels, but have to
discover which are effective, and most importantly, all
participants must agree, so that they monitor and interpret
information appropriately. For example, the Q&A window
was provided for students to enter and vote on questions.
One student reported after his first class that he assumed
this window was for the instructor to pose questions. Active
student use of the less formal looking chat window created
this misperception. Virtually no use of Q&A was made in
this class, suggesting a shared misperception.
Consider the ‘raised hand’ icon and counter. The instructors
saw it as we intended, a mechanism for students to respond
to their queries. Some students saw it as a means to ”raise
their hand” to be called upon, and tried it, only to go
unnoticed by the instructor.
When the first instructor wanted to know whether the class
was ready (as after an exercise or break), he first asked
students to ”raise their hands.” Unfortunately, a hand ”is
lowered” automatically after several seconds. As students
raised their hands over a longer interval, the count remained
low, leading the instructor to incorrectly believe people had
not responded. He switched to posting an interactive slide
at the beginning of a break with entries such as ”need more
time” and ”ready.” But students marked ”Need more time”
and later left their office or fail to change it, again
misleading him. Finally he returned to hand raising, in
conjunction with the attendance window, which indicates
which students have hands up and thus allowed him to
survey the entire class or particular students for responses.
Instructors often gesture for emphasis or to direct attention
to part of a slide. Instructor 1 continued to gesture, but
outside camera view. Even when encouraged to use the
pointer, at first he rarely did. Instructor 2 said that he
normally used his hand to point to places on the slide, but
he also used it as time went on. Another failure to adopt an
unfamiliar channel was the checkboxes for identifying a
lack of clarity or material presented too fast or too slow.
Normally, this is communicated tactfully, subtly, and
unobtrusively, by puzzled or bored expressions. We found
little use of the overt means provided, as have previous
researchers for similar features.
The greatest uncertainty was with the channels for verbal
student feedback. The principal channels are the Q&A
window and the public discussion or chat window,
augmented by the NetMeeting chat. The instructor could
respond by voice, and the telephone was also used.
The chat window was also used by the system to report
students ‘coming and going.’ Technical failures and
rebooting were frequent enough to inject a lot of noise into
this channel. But this activity also made it seem to students
to be a logical place to report problems, and once attention
was focused on it, to ask questions. Instructors, on the other
hand, had heavy demands on their attention, and generally
stopped monitoring this noisy channel once a class was
underway, except during exercises (until Instructor 2 did in
his fourth class). Student questions then went unanswered.
Initially the Q&A window was unused, which reduced
instructor attention to it as well; its first use was when a
frustrated student escalated a technical problem from chat
to the Q&A window, despite the latter clearly being
intended for content questions. By the third class it was
used for content questions, with some student voting.
For the fourth class in the second course, we asked that
technical problems be reported in the NetMeeting chat or
by phone, content questions in the Q&A window, and other
discussion in the Flatland chat. This brought some order to
interaction, but was not adhered to.
An interesting observation is that a natural tendency is to
respond through the same channel that one is queried. In his
first class, Instructor 1 responded to chat questions (at the
beginning and during exercises) by typing into the chat
window. In the second class he began responding to chat
queries over the audio channel. He seemed unaware of
having made this shift when queried after the second class.
Similarly, an instructor’s first inclination was to try to
respond to Q&A window query through the same channel.
When an instructor wanted clarification of a question, he
had to ask for it verbally. Should the student then respond
by entering a non-query in the Q&A window, which
everyone was attending to, or through the chat window?
They tended to stick with the original channel. For example
several students posted responses and clarifications to
questions directly in the Q&A window.
5.3.2
Uncertainty about others’ experience
Another pervasive challenge is the difficulty of accurately
assessing the experience of other system users. This was
noted by the Forum developers and has been reported in
other groupware assessments. A key to interaction is
understanding the contexts of those with whom we interact,
the effects of our words and actions in their context and on
them, and the sources of the words and actions we
experience as changes in our environment.
One way to minimize misunderstanding is to minimize the
differences among environments. On the other hand, it
seems appropriate to customize aspects of instructors’ and
students’ windows for their needs, and to provide additional
tailorability. But asymmetries caused problems.
For example, the instructor could see the slide pointer, but
it only appeared on students’ displays when the button was
held down. Although informed of this, our instructors
forgot by the time they began using the pointer, and
believed students could see their gestures.
Clarity and speed indicators appeared as checkboxes on
student monitors and as meters on the instructor’s.
Although they had been informed, students only recalled
that the instructor saw something different, and thus could
not gauge the effect of their actions or know whether a
complaint would be anonymous. When asked to use it they
did, but the instructor did nt respond and they stopped.
Anonymity is a broader issue. It was unclear whether
handraising, Q&A queries, or interactive slide responses are
anonymous. In fact, they are not, but it requires an effort to
identify actors. An instructor did not realize this and asked
students to respond to a potentially critical question. One
student alerted others to the lack of anonymity.
We customized the instructor’s desktop to include a
separate machine for NetMeeting. As a result, during
exercises, he put up interactive queries on Flatland,
unaware that most students had buried the Flatland window
under the NetMeeting window on their single machines.
Uncertainty has indirect effects as well. When raised hands,
chat questions, or interactive queries are ignored, the
initiator does not know if the snub is intentional or not.
As noted above, the loss, on the student side, of audio
synchrony with NetMeeting displays was not experienced
by instructors. They found it difficult to compensate for it
even when reminded, and even when they tried to
compensate, students detected the mismatch.
In general, participants showed a strong assumption that the
other people shared their experience. This led to
misunderstandings. When it was clear that others did not
share experience, this also created uncertainty.
6
DESIGN IMPLICATIONS AND CONCLUSIONS
In the two case studies of Flatland use, we observed trial
and error, learning, and increasing comfort with the
technology. The underlying system and the interface to it
can be improved. We have a better sense of the interaction
channels and some of their uses. It is clear that first-time
users will not be fluent users of the technology. At the end,
our instructors felt it was appropriate only for some courses,
and some students had reservations. Where classroom
learning is possible it will probably remain more effective.
But where it is not, Flatland can be a viable alternative.
We have reported a range of specific examples of feature
use, and problems using features in isolation or together.
Some design guidelines and general observations emerged.
One is to minimize confusion through ”What-You-See-IsWhat-I-See (WYSIWIS). Uniformity in the displays for
instructor and students contributes to contextual feedback
and minimizes uncertainty and confusion. Each participant
can understand how their actions are seen by others.
Recommended by Isaacs and her colleagues, this cannot be
overemphasized.
Creating interface ‘affordances’ that suggest to users what
particular actions will accomplish, and showing immediate
and direct results of actions, are basic tenets of designing
single-user interfaces. They are arguably more important in
‘social interfaces’ due to the potential for embarrassment.
An example is the tendency to respond in a query channel.
Students didn’t seem to mind an instructor answering typed
questions by voice, but did resist switching to the chat for
followup and acknowledgment. More than one student
posted a ”thank you” to the Q&A window.
A result of providing multiple channels for interaction to
compensate for the lack of face-to-face contact is that the
interface is potentially very busy, dispersing attention and
leading to overlooked communications. Designers must try
to permit as few unneeded distractions as possible. In our
case, students found overlapping question entry windows
distracting, and instructors often found the chat window
distracting.
The lack of established protocols adds confusion. Audience
feedback often could have streamlined the instructor’s
presentation, but wasn’t given. Whether this can be
addressed by system design or should be worked out
through agreed-upon to social protocols using existing
channels remains a research issue.
More extensive training sessions will clearly help, but most
social protocols probably cannot effectively be taught
individually, they will have to be learned through practice.
The desire for greater feedback is manifest in the frequent
suggestion that audio or video from students to class be
added. This would of course create infrastructure and new
interface issues.
7
ACKNOWLEDGMENTS
We thank Microsoft Technical Education group for their
cooperation in this study. Special thanks to Ushani
Nanayakkara for coordinating these online classes and to
the instructors, Tom Perham and David Chinn, for
volunteering to teach on-line. Thanks to Mary Czerwinski
for her help in designing this study and to Ellen Isaacs for
sharing her survey questions. We thank the Virtual Worlds
Group developing the V-Worlds core on top of which
Flatland is implemented. Special thanks to Peter Wong of
the Virtual Worlds Group, whose tireless support made
these studies possible.
8
REFERENCES
1. Isaacs, E.A., Morris, T., and Rodriquez, T.K., A Forum For
Supporting Interactive Presentations to Distributed Audiences,
Proceedings of the Conference on Computer-Supported Cooperative
Work (CSCW ’94), October, 1994, Chapel Hill, NC, pp. 405-416
2. Isaacs, E.A., Morris, T., Rodriquez, T.K., and Tang, J.C.(1995), A
Comparison of Face-To-Face and Distributed Presentations,
Proceedings of the Conference on Computer-Human Interaction
(CHI ’95), Denver, CO, ACM: New York, pp. 354-361.
3. Isaacs, E.A., and Tang, J.C, Studying Video-Based Collaboration in
Context: From Small Workgroups to Large Organizations, in VideoMediated Communication, K.E. Finn (ed.), 1997, A.J. Sellen & S.B.
Wilbur, Erlbaum: city, state , pp. 173-197
4. Begeman, M., Cook, P., Ellis, C., Graf, M., Rein, G. & Smith, T.,
1986. Project Nick: Meetings augmentation and analysis. Proceedings
of CSCW’96. Revised version in Transactions on Office Information
Systems, 5, 2, 1987.
5. Vellon, M., K. Marple, D. Mitchell, and S. Drucker. The Architecture
of a Distributed Virtual Worlds System. Proceedings of the 4th
Conference on Object-Oriented Technologies and Systems (COOTS).
April, 1998.
6. Glenn E. Krasner and Steven T. Pope, "A Cookbook for Using the
Model-View-Controller User Interface Paradigm in Smalltalk-80", in
Journal of Object-Oriented Programming, 1(3), pp. 26-49,
August/September 1988.
7. Microsoft NetShow. Available at http://www.microsoft.com.
8. Microsoft INet SDK. Available at http://www.microsoft.com.
Download